2020
DOI: 10.26594/register.v6i1.1726
|View full text |Cite
|
Sign up to set email alerts
|

Facilitating educational contents of different subjects with context-agnostic educational game: A pilot case study

Abstract: Educational games are increasingly popular and successful in facilitating various subjects and educational topics. Developing the games are often costly as the developers need to develop specific game content to facilitate each different educational content. One solution to the cost problem is the context-agnostic approach, which allows a game to facilitate educational contents of different subjects or educational topics with zero or minimal modifications to its game content. However, researches on the approac… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1

Citation Types

0
5
0
1

Year Published

2020
2020
2023
2023

Publication Types

Select...
6
1
1

Relationship

2
6

Authors

Journals

citations
Cited by 9 publications
(8 citation statements)
references
References 29 publications
0
5
0
1
Order By: Relevance
“…In the CAGE architecture, game play mechanics are designed to be independent of the educational content of the game, allowing the mechanics to be re-usable across content domains. A recent experiment by Atmaja et al. (2020) revealed the advantages of using CAGE architecture to save time and money and make the serious game development process more efficient.…”
Section: Methodsmentioning
confidence: 99%
“…In the CAGE architecture, game play mechanics are designed to be independent of the educational content of the game, allowing the mechanics to be re-usable across content domains. A recent experiment by Atmaja et al. (2020) revealed the advantages of using CAGE architecture to save time and money and make the serious game development process more efficient.…”
Section: Methodsmentioning
confidence: 99%
“…Indonesia pun tidak hendak tertinggal dalam penggunaan gim edukasi, sebagaimana yang ditunjukkan Atmaja dkk. [13] dan Syahidi [14].…”
Section: Perkembangan Keilmuan Terkiniunclassified
“…In education, Majuri et al list "serious games, edugames or games for education, game-based learning, and lately, gamification" (2018, p.12). Many contexts and various learning practices, and different educational content have been targeted (Atmaja et al, 2020;Evangelopoulou & Xinogalos, 2018;Squire, 2006;Vargianniti & Karpouzis, 2020). Games (specifically digital games) are incredibly popular with players, and players spend much time playing them and improving their performance.…”
Section: Introductionmentioning
confidence: 99%